Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
dc.contributor.author | Hadan, Hilda | |
dc.contributor.author | Zhang-Kennedy, Leah | |
dc.contributor.author | Nacke, Lennart | |
dc.date.accessioned | 2024-11-27T17:41:50Z | |
dc.date.available | 2024-11-27T17:41:50Z | |
dc.date.issued | 2024-10-14 | |
dc.description | © Hadan, Zhang-Kennedy, Nacke | ACM (2024). This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY Companion '24, https://doi.org/10.1145/3665463.3678820. | |
dc.description.abstract | As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of manipulative design techniques in commercial VR games compared to a traditional computer game. We conducted an autoethnography study and developed a VR Deceptive Game Design Assessment Guide based on a critical literature review. Using our guide, we compared how deceptive patterns in a popular computer game are different from two commercial VR titles. While VR’s technological constraints, such as battery life and limited temporal manipulation, VR’s unique sensory immersion amplified the impact of emotional and sensory deception. Current VR games showed similar but evolved forms of deceptive design compared to the computer game. We forecast more sophisticated player manipulation as VR technology advances. Our findings contribute to a better understanding of how deceptive game design persists and escalates in VR. We highlight the urgent need to develop ethical design guidelines for the rapidly advancing VR games industry. | |
dc.description.sponsorship | This project has been funded by the Office of the Privacy Commissioner of Canada (OPC); the views expressed herein are those of the author(s) and do not necessarily reflect those of the OPC. Social Sciences and Humanities Research Council (SSHRC), INSIGHT Grant (#435- 2022-0476) || Natural Sciences and Engineering Research Council of Canada (NSERC), Discovery Grant (#RGPIN-2023-03705) || Canada Foundation for Innovation (CFI), John R. Evans Leaders Fund (#41844) || NSERC, Discovery Grant (#RGPIN-2022-03353). | |
dc.identifier.uri | https://doi.org/10.1145/3665463.3678820 | |
dc.identifier.uri | https://hdl.handle.net/10012/21207 | |
dc.language.iso | en | |
dc.publisher | Association for Computing Machinery | |
dc.relation.ispartofseries | CHI PLAY Companion '24 | |
dc.rights | Attribution-NonCommercial-ShareAlike 4.0 International | en |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/4.0/ | |
dc.subject | deceptive design | |
dc.subject | dark patterns | |
dc.subject | virtual reality | |
dc.subject | player experience | |
dc.subject | autoethnography | |
dc.title | Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation | |
dc.type | Article | |
dcterms.bibliographicCitation | Hilda Hadan, Leah Zhang-Kennedy, and Lennart E. Nacke. 2024. Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation. In Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion '24). Association for Computing Machinery, New York, NY, USA, 109–123. https://doi.org/10.1145/3665463.3678820 | |
uws.contributor.affiliation1 | Stratford School of Interaction Design and Business | |
uws.contributor.affiliation2 | Games Institute | |
uws.peerReviewStatus | Reviewed | |
uws.scholarLevel | Graduate | |
uws.typeOfResource | Text | en |